	uniform mat4 pMatrix;
	uniform mat4 mvMatrix;


	attribute vec3 a_position;
	attribute vec2 a_texCoord;
	
	varying vec2 vTexCoord;
	
	void main(void) {
		vTexCoord = a_texCoord;
		gl_Position = pMatrix * mvMatrix * vec4(a_position, 1.0);	
	}
	